1st level
Cost: 2 Spell name: Heal Minor Description: This is the basic clerical spell for healing minor wounds. It will restore 1d4+1 hit points to the target. It will not cure any poisons or diseases, though. |
Cost: 3 Spell name: Inflict Minor Description: All clerics seek to destroy evil wherever it lurks, as well as heal their own kind. Their deity recognizes this, and gives them the ability to inflict wounds. Inflict Minor deals 1d4+1 points of damage to the cleric's target. |
Cost: 1 Spell name: Detect Evil Description: This simple cleric spell will detect the presence of evil anywhere within a 1 mile radius of the caster. |
Cost: 4 Spell Name: Holy Sphere Description: This spell creates a sphere (large enough to fit 6 human-sized creatures) of holy energy around the caster. All things with evil intentions are unable to breach the sphere (with exceptions to especially powerful creatures), and it is doubly effective against undead, burning any that touch the invisible shield for 1d4 points of damage. This spell lasts for 10 rounds per level of the cleric, however it can last longer with divine intervention. Holy objects are required to use this spell. Sun Goddess- 4 Everlasting Candles Healing God- 4 Ivory Crosses Luck God- 4 Blessed Dice Nature God- 4 Bramble Rings The four holy objects must be set up to define the borders of the Holy Sphere. |
Cost: 5 Spell name: Holy Hands Description: Holy Hands enhances the cleric's ability to do the two things he does best- Heal his own, and destroy evil. This spell enables the cleric to deal more damage (+1 to total damage) with spell and weapon against evil creatures (this adds to the double damage for holy magic against evil creatures). It also enables the cleric to heal his own better (+1 to total healed) |
Cost: 4 Spell name: Divine Mace Description: All creatures know that it is possible to be disarmed during a battle. Clerics have a remedy for that. This spell creates a mace of holy energy, which lasts for 1d4+2 rounds, to be used by the cleric. It can not be disarmed, and it deals 1d3 points of damage. This is a substitute weapon, used when a cleric has been disarmed, most likely it will not be used in any other case, due to the low amount of damage it deals. |